Oreyn_Bearclaw wrote: »Before you start min.maxing speedrun strats, you should consider getting your first clear. The strats will not be the same.
First and foremost, lets talk support. 2 DK tanks, and 2 Templar healers. If one of those is a warden, not the end of the world, but stick to what works. Tanks should focus on debuff the target and buffing DPS. Healers should focus on buffing DPS and resource management. Tank Sets: Alkosh, Torgus, Ebon, Powerful Assault. Healer Sets: SPCx2, worm, and dealers choice. I also strongly recommend that you discuss and practice a solid Warhorn rotation. You should have the goal of casting a warhorn as a group about every 30-40 seconds when learning.
As for DPS. If you want to break records, then yes, squeeze as many stamboys as possible. If you want your first clear, knock that crap off right away. Haha. We were the 3rd or 4th HM clear on PC/NA, and we had zero stamina in our group. Sure it was a different meta, but stam is not needed for a clear.
What you want are 2MDKs and a crap load of magic sorcs and nightblades. The 2 magic DKs are there for the twins. That gives 4 people total with chains (including the tanks). Is that many needed? Of course not, but it sure does make the twins fight easier.
Sorcs and NBs are there for solid range DPS with big shields. On the last fight (non-HM) you will need to have 2 DPS as kiters and 2 DPS for back room duty. A sorc with an overload bar (streak, dark Conversion, Hardened ward) makes the back room a non issue. Overload to take out assassins, streak to make sure you dont mess up one of the jumps. Nightblades make phenomenal kiters for meteor team. They have constant major expedition and can pull high damage from range. The two mDKs you brought will be in melee on the boss, which leaves two open spots. If you have very strong stamina DPS, bring them, but if not, add an extra sorc and NB. They do just fine in melee range for this.
For magic DPS, there is really no secret here. Go with meta DPS sets. Only go with Master Architect on mNBs if they are really on their game, otherwise, go with more traditional damage sets.
For Stamina DPS: If you decide to bring 3-4, then you need to coordinate debuff sets. If you only bring one or two, then honestly they should just stack pen and take care of themselves. Again, unless your stamina players are very strong, I wouldn't advise them when learning.
Cybercore_Death wrote: »A massive thankyou to you guys for replying. I appreciated the advice and it’s good to see how people do things. I’ve had discussions with the group I’m on in setups etc but as we’re a progression group it’s always nice to have he confirmation on what should / shouldn’t be done / worn to be effective.
We were doing the original sides strat with MagDK chainers for chain away near the end of the fight. Lowest we got the twins to as a group was about 24/25%.
Last night we tried it a little different and rather than original sides we just stayed where we were and only changed when the colours forced. Naturally it mixed it up for the healers as they some times had to range heal and try and remember positioning as well but with a couple of attempts we managed to get down to about 30%.
Seems to be mainly once we get that low and the adds spawn that spatial awareness goes out of the window and we end up with too many deaths to recover from.
Group wise the tanks and healers are pretty much as you guys have said. And we’ve tried with a mix of 4/4 Stam / Mag and 2/6 Stam / Mag.
The main reason for ge group (it’s not my group) wanting the Stam toons in is for the debuff sets (Sunder / NMG) but I have wondered myself if it would be easier to run full Mag rather than a Stam and see if we faired better. I’ll make the suggestion on that one thankyou :-)
Oreyn_Bearclaw wrote: »Cybercore_Death wrote: »A massive thankyou to you guys for replying. I appreciated the advice and it’s good to see how people do things. I’ve had discussions with the group I’m on in setups etc but as we’re a progression group it’s always nice to have he confirmation on what should / shouldn’t be done / worn to be effective.
We were doing the original sides strat with MagDK chainers for chain away near the end of the fight. Lowest we got the twins to as a group was about 24/25%.
Last night we tried it a little different and rather than original sides we just stayed where we were and only changed when the colours forced. Naturally it mixed it up for the healers as they some times had to range heal and try and remember positioning as well but with a couple of attempts we managed to get down to about 30%.
Seems to be mainly once we get that low and the adds spawn that spatial awareness goes out of the window and we end up with too many deaths to recover from.
Group wise the tanks and healers are pretty much as you guys have said. And we’ve tried with a mix of 4/4 Stam / Mag and 2/6 Stam / Mag.
The main reason for ge group (it’s not my group) wanting the Stam toons in is for the debuff sets (Sunder / NMG) but I have wondered myself if it would be easier to run full Mag rather than a Stam and see if we faired better. I’ll make the suggestion on that one thankyou :-)
Remember, those sets only buff other stam toons because they are physical penetration sets. In other words, you only need those sets if you have stamina. An all magic group will not miss them. If you only have two stamina, you could certainly put one each in sunder and NM, but specifically for the twins, they will do better in TFS, unless they magically stay on the same side the whole fight.
As to the percent health, you guys obviously have the basics if you are getting both of them to execute. It's a pretty common place to get stuck. How many adds are spawning in your last wave? Those adds are on a timer, so the faster you can burn the boss, the less you will deal with in the nuke phase as the number increases. Only real advice there is to make sure your damage dealers are tab targeting bosses and using their cleave to kill adds, which obviously need to be stacked with chains on the boss. This is one of the more mechanic intensive fights in the game. Not only for the obvious one-shots, but Its really important that your group knows when to focus what boss, and when to switch. Very common to see newer groups just pounding away on the same boss after the colors swap. Also, I would have all your range focus the sword and board guy whenever you have color free sections, as he tends to die a little slower.
Cybercore_Death wrote: »I've never properly paid attention